Shop Layouts: Type Box‘Auto Select Type’ setting available when adding a back button. Optionally automatically select a type choice when the back button is selected when opening the type box.

Shop Layouts: List Box‘Auto Select Item’ setting available when adding a back button. Optionally automatically select an item choice when the back button is selected when opening the list box.

Shops‘Pause Settings’ available. A shop can optionally pause the game or change the time scale while being opened.

Weapons, Armors‘Equip Game Event’ and ‘Unequip Game Event’ settings available. Optionally perform a game event when equipping or unequipping a weapon or armor. Uses the combatant that equips/unequips the equipment as ‘Starting Object’ and the equipment as selected data with the key ‘action’.

Weapons, Armors‘Prefab View Prefab’ settings available. Optionally use a different prefab when showing a weapon or armor in a prefab view portrait. You can define different prefabs for showing the equipment itself, or showing it as part of a combatant (using an ‘Equipment Viewer’).

Weapons, Armors: Durability‘Auto Init’ setting available in the ‘Durability Settings’. Optionally automatically initialize the durability when an instance of the equipment is initialized (e.g. added to an inventory). Otherwise, the durability is only initialized when it’s equipped by a combatant.

Menu Screens‘All Closed Reset’ setting available when using ‘Remember Selection’. Optionally resets the selection when all opened menu screens are closed.

Menu Screens‘Battle Group User’ setting available. Optionally use a battle group member as the menu screen’s user when opening it. This is usually the default case, but can be needed to enforce when using a hidden, non-battle group member as the player.

Menu Screens: Group‘Drag and Drop’ settings available. Optionally change the battle group using drag and drop.

Menu Screens: Group Combatant‘Group Combatant’ menu part available. Special ‘Combatant’ menu part to show the currently selected battle group or non-battle group member of a ‘Group’ menu part.

HUDs: Combatants, Turn Order, Latest Turn‘Hit Chance’ HUD element type available. Displays a text or value bar for the hit chance of a previewed ability on the combatant. Only available when the combatant has a preview of an ability targeting it available.

HUDs: Combatants, Turn Order, Latest Turn‘Critical Chance’ HUD element type available. Displays a text or value bar for the critical chance of a previewed ability on the combatant. Only available when the combatant has a preview of an ability targeting it available.

Event System: Close Shop‘Close Shop’ node available in ‘Game > Shop’ nodes. Closes a defined shop or all open shops.

Event System: Remove AI Behaviour‘Remove All’ and ‘Remove All Quantity’ settings available. Optionally remove all AI behaviours or all available behaviours of the defined AI behaviour from the inventory.

Event System: Remove AI Ruleset‘Remove All’ and ‘Remove All Quantity’ settings available. Optionally remove all AI rulesets or all available rulesets of the defined AI ruleset from the inventory.

Changes

Event System: End Phase, End Battle‘End Phase’ and ‘End Battle’ nodes are now available in all event types.

Item Collectors‘Block Control’ now also blocks control maps.

Move To InteractionMoving to an interaction will now remove the cursor of the ‘Mouse’ player controls.

Editor: Menu ScreensMenu screen parts can now be copied.

Menu ScreensThe ‘Close Key’ will now be checked before the ‘Call Key’ in an opened menu screen. This will prioritize closing the menu screen when using the same input key for both.

Text NotificationsYou can now define multiple positions (with random offsets) to use randomly or iterate through. This is available for all text notifications (e.g. status value damage/refresh notifications).

Fixes

Phase Battles: Player Combatant SelectionFixed an issue where player combatant’s couldn’t be changed with click or input keys after the first action has been performed in a multi-action setup (when the same combatant is auto-selected again).

HUDs: Latest TurnFixed an issue where toggling a ‘Latest Turn’ type HUD on and off (e.g. using a toggle key or variable conditions) would result in the HUD being empty.

GUI Boxes: Choice IconFixed an issue where the choice selection icon was placed at the wrong position when tabs where displayed at the top.

GUI Boxes: New UIFixed an issue that could lead to flickers when showing 2 dialogues in sequence without a pause when using the new UI.

Formulas: Store Formula ValueFixed an issue where the operator was ignored and always used ‘Set’.

Abilities, Items: User/Target ChangesFixed an issue where disabling the ‘Use Attribute Changes’ setting could lead to errors when calculating the changes.

Battle Events: Cancel DeathFixed an issue where the battle ended even tough a ‘Cancel Death’ node prevented a combatant’s death.

Item Collectors: BoxFixed an issue when using loot tables in an item box in the first scene of the game (i.e. where the player isn’t yet set when loading the scene).

Weapons, Armors, Items: VariablesFixed an issue where creating a copy of a shortcut (e.g. when equipping a weapon) didn’t copy the variables when ‘Save Variables’ wasn’t enabled in the equipment’s or item’s variable settings.

Menu Screens: Status Value UpgradeFixed an issue where a combatant without status development would cause an error.

Active Time BattlesFixed an issue when a combatant is killed while choosing an action when using ‘Pause On Choosing’.

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